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This is the most up-to-date and comprehensive handbook of discourse analysis available. Due to the interdisciplinary nature of the handbook, it is suitable for a wide range of courses such as English Language and Literature and Applied Linguistics. Unlike competing titles, the handbook consists of especially commissioned chapters written by a range of contributors from around the world.
Literacy and Education tells the story of how literacy-starting in the early 1980s-came to be seen not as a mental phenomenon, but as a social and cultural one. In this accessible introductory volume, acclaimed scholar James Paul Gee shows readers how literacy "left the mind and wandered out into the world." He traces the ways a sociocultural view of literacy melded with a social view of the mind and speaks to learning in and out of school in new and powerful ways. Gee concludes by showing how the very idea of "literacy" has broadened into new literacies with words, signs, and deeds in contexts enhanced, augmented, and transformed by new technologies.
Discourse Analysis is becoming increasingly "multimodal", concerned primarily with the interplay of language, image and sound. Video Games allow humans to create, live in and have conversations with new multimodal worlds. In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games. Rather than analysing the language of video games, this book uses discourse analysis to study games as communicational forms. Gee argues that language, science, games and everyday life are deeply related and each is a series of conversations. Discourse analysis should not be just about language, but about human interactions with the world, with games, and with each other, interactions that make meaning and sustain lives amid risk and complexity. Written in a highly accessible style and drawing on a wide range of video games from World of Warcraft and Chibi-Robo to Tetris, this engaging textbook is essential reading for students in discourse analysis, new media and digital culture.
This bestselling textbook is the ideal companion to An Introduction to Discourse Analysis: Theory and Method, by leading author, James Paul Gee. Using a practical how-to approach, Gee provides the tools necessary to work with discourse analysis, with engaging step-by-step tasks featured throughout the book. Each tool is clearly explained, along with guidance on how to use it, and authentic data is provided for readers to practice using the tools. Readers from all fields will gain both a practical and theoretical background in how to do discourse analysis and knowledge of discourse analysis as a distinctive research methodology. Updated throughout, this second edition also includes a new tool- 'The Big C Conversation Tool'. A new companion website www.routledge.com/cw/gee features a frequently asked questions section, additional tasks to support understanding, a glossary and free access to journal articles by James Paul Gee. How to do Discourse Analysis: A Toolkit is an essential book for advanced undergraduate and postgraduate students working in the areas of applied linguistics, education, psychology, anthropology and communication.
In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today's digital media, forces that are transforming language and learning for good and ill. They argue that the role of oral language is almost always entirely misunderstood in debates about digital media. Like the earlier inventions of writing and print, digital media actually power up or enhance the powers of oral language. Gee and Hayes deal, as well, with current digital transformations of language and literacy in the context of a growing crisis in traditional schooling in developed countries. With the advent of new forms of digital media, children are increasingly drawn towards video games, social media, and alternative ways of learning. Gee and Hayes explore the way in which these alternative methods of learning can be a force for a paradigm change in schooling. This is an engaging, accessible read both for undergraduate and graduate students and for scholars in language, linguistics, education, media and communication studies.
This fully-updated new edition engages with topics such as orality and literacy, the history of literacy, the uses and abuses of literacy in that history, the analysis of language as cultural communication, and social theories of mind and meaning, among many other topics. It represents the most current statement of a widely discussed and used theory about how language functions in society, a theory initially developed in the first edition of the book, and developed in this new edition in tandem with analytic techniques for the study of language and literacy in context, with special reference to cross-cultural issues in communities and schools. Built around a large number of specific examples, this new edition reflects current debates across the world about education and educational reform, the nature of language and communication, and the role of sociocultural diversity in schools and society. One of the core goals of this book, from its first edition on, has been to develop a new and more widely applicable vision of applied linguistics. It will be of interest to researchers, lecturers and students in education, linguistics, or any field that deals with language, especially in social or cultural terms.
Why do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy-makers? In this major new book, Gee tackles the 'big ideas' about language, literacy and learning, putting forward an integrated theory that crosses disciplinary boundaries, and applying it to some of the very real problems that face educationalists today. Situated Language and Learning looks at the specialist academic varieties of language that are used in disciplines such as mathematics and the sciences. It argues that the language acquisition process needed to learn these forms of language is not given enough attention by schools, and that this places unfair demands on poor and minority students. The book compares this with learning as a process outside the classroom, applying this idea to computer and video games, and exploring the particular processes of learning which take place as a child interacts with others and technology to learn and play. In doing so, Gee examines what video games can teach us about how to improve learning in schools and engages with current debates on subjects such as 'communities of practice' and 'digital literacies'. Bringing together the latest research from a number of disciplines, Situated Language and Learning is a bold and controversial book by a leading figure in the field, and is essential reading for anyone interested in education and language.
Introducing Discourse Analysis: From Grammar to Society is a concise and accessible introduction by bestselling author, James Paul Gee, to the fundamental ideas behind different specific approaches to discourse analysis, or the analysis of language in use. The book stresses how grammar sets up choices for speakers and writers to make, choices which express, not unvarnished truth, but perspectives or viewpoints on reality. In turn, these perspectives are the material from which social interactions, social relations, identity, and politics make and remake society and culture. The book also offers an approach to how discourse analysis can contribute to lessening the ideological divides and echo chambers that so bedevil our world today. Organized in a user-friendly way with short numbered sections and recommended readings, Introducing Discourse Analysis is an essential primer for all students of discourse analysis within linguistics, education, communication studies, and related areas.
Discourse analysis considers how language, both spoken and written, enacts social and cultural perspectives and identities. Assuming no prior knowledge of linguistics, An Introduction to Discourse Analysis examines the field and presents James Paul Gee's unique integrated approach which incorporates both a theory of language-in-use and a method of research. An Introduction to Discourse Analysis can be used as a stand-alone textbook or ideally used in conjunction with the practical companion title How to do Discourse Analysis: A Toolkit. Together they provide the complete resource for students studying discourse analysis. Updated throughout, the fourth edition of this seminal textbook also includes two new chapters: 'What is Discourse?' to further understanding of the topic, as well as a new concluding section. A new companion website www.routledge.com/cw/gee features a frequently asked questions section, additional tasks to support understanding, a glossary and free access to journal articles by James Paul Gee. Clearly structured and written in a highly accessible style, An Introduction to Discourse Analysis includes perspectives from a variety of approaches and disciplines, including applied linguistics, education, psychology, anthropology and communication to help students and scholars from a range of backgrounds to formulate their own views on discourse and engage in their own discourse analysis. This is an essential textbook for all advanced undergraduate and postgraduate students of discourse analysis.
Discourse analysis considers how language, both spoken and written, enacts social and cultural perspectives and identities. Assuming no prior knowledge of linguistics, An Introduction to Discourse Analysis examines the field and presents James Paul Gee's unique integrated approach which incorporates both a theory of language-in-use and a method of research. An Introduction to Discourse Analysis can be used as a stand-alone textbook or ideally used in conjunction with the practical companion title How to do Discourse Analysis: A Toolkit. Together they provide the complete resource for students studying discourse analysis. Updated throughout, the fourth edition of this seminal textbook also includes two new chapters: 'What is Discourse?' to further understanding of the topic, as well as a new concluding section. A new companion website www.routledge.com/cw/gee features a frequently asked questions section, additional tasks to support understanding, a glossary and free access to journal articles by James Paul Gee. Clearly structured and written in a highly accessible style, An Introduction to Discourse Analysis includes perspectives from a variety of approaches and disciplines, including applied linguistics, education, psychology, anthropology and communication to help students and scholars from a range of backgrounds to formulate their own views on discourse and engage in their own discourse analysis. This is an essential textbook for all advanced undergraduate and postgraduate students of discourse analysis.
Introducing Discourse Analysis: From Grammar to Society is a concise and accessible introduction by bestselling author, James Paul Gee, to the fundamental ideas behind different specific approaches to discourse analysis, or the analysis of language in use. The book stresses how grammar sets up choices for speakers and writers to make, choices which express, not unvarnished truth, but perspectives or viewpoints on reality. In turn, these perspectives are the material from which social interactions, social relations, identity, and politics make and remake society and culture. The book also offers an approach to how discourse analysis can contribute to lessening the ideological divides and echo chambers that so bedevil our world today. Organized in a user-friendly way with short numbered sections and recommended readings, Introducing Discourse Analysis is an essential primer for all students of discourse analysis within linguistics, education, communication studies, and related areas.
How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Discourse Analysis is becoming increasingly "multimodal", concerned primarily with the interplay of language, image and sound. Video Games allow humans to create, live in and have conversations with new multimodal worlds. In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games. Rather than analysing the language of video games, this book uses discourse analysis to study games as communicational forms. Gee argues that language, science, games and everyday life are deeply related and each is a series of conversations. Discourse analysis should not be just about language, but about human interactions with the world, with games, and with each other, interactions that make meaning and sustain lives amid risk and complexity. Written in a highly accessible style and drawing on a wide range of video games from World of Warcraft and Chibi-Robo to Tetris, this engaging textbook is essential reading for students in discourse analysis, new media and digital culture.
This bestselling textbook is the ideal companion to An Introduction to Discourse Analysis: Theory and Method, by leading author, James Paul Gee. Using a practical how-to approach, Gee provides the tools necessary to work with discourse analysis, with engaging step-by-step tasks featured throughout the book. Each tool is clearly explained, along with guidance on how to use it, and authentic data is provided for readers to practice using the tools. Readers from all fields will gain both a practical and theoretical background in how to do discourse analysis and knowledge of discourse analysis as a distinctive research methodology. Updated throughout, this second edition also includes a new tool- 'The Big C Conversation Tool'. A new companion website www.routledge.com/cw/gee features a frequently asked questions section, additional tasks to support understanding, a glossary and free access to journal articles by James Paul Gee. How to do Discourse Analysis: A Toolkit is an essential book for advanced undergraduate and postgraduate students working in the areas of applied linguistics, education, psychology, anthropology and communication.
Literacy and Education tells the story of how literacy-starting in the early 1980s-came to be seen not as a mental phenomenon, but as a social and cultural one. In this accessible introductory volume, acclaimed scholar James Paul Gee shows readers how literacy "left the mind and wandered out into the world." He traces the ways a sociocultural view of literacy melded with a social view of the mind and speaks to learning in and out of school in new and powerful ways. Gee concludes by showing how the very idea of "literacy" has broadened into new literacies with words, signs, and deeds in contexts enhanced, augmented, and transformed by new technologies.
In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today's digital media, forces that are transforming language and learning for good and ill. They argue that the role of oral language is almost always entirely misunderstood in debates about digital media. Like the earlier inventions of writing and print, digital media actually power up or enhance the powers of oral language. Gee and Hayes deal, as well, with current digital transformations of language and literacy in the context of a growing crisis in traditional schooling in developed countries. With the advent of new forms of digital media, children are increasingly drawn towards video games, social media, and alternative ways of learning. Gee and Hayes explore the way in which these alternative methods of learning can be a force for a paradigm change in schooling. This is an engaging, accessible read both for undergraduate and graduate students and for scholars in language, linguistics, education, media and communication studies.
In a sweeping synthesis of new research in a number of different disciplines, this book argues that we humans are not who we think we are. As he explores the interconnections between cutting-edge work in bioanthropology, evolutionary biology, neuroscience, human language and learning, and beyond, James Paul Gee advances, also, a personal philosophy of language, learning, and culture, informed by his decades of work across linguistics and the social sciences. Gee argues that our schools, institutions, legal systems, and societies are designed for creatures that do not exist, thus resulting in multiple, interacting crises, such as climate change, failing institutions, and the rise of nationalist nationalism. As Gee constructs an understanding of the human that takes into account our social, collective, and historical nature, as established by recent research, he inspires readers to reflect for themselves on the very question of who we are-a key consideration for anyone interested in society, government, schools, health, activism, culture and diversity, or even just survival.
In this latest work, Selfe and Hawisher explore the complexly
rendered relationship between computer gaming environments and
literacy development by focusing on the stories of computer gamers
in the United States at the beginning of the twenty-first century.
Using the words and observations of individual gamers, this book
offers historical and cultural analyses of literacy development,
practices, and values.
Why do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy-makers? In this major new book, Gee tackles the 'big ideas' about language, literacy and learning, putting forward an integrated theory that crosses disciplinary boundaries, and applying it to some of the very real problems that face educationalists today. Situated Language and Learning looks at the specialist academic varieties of language that are used in disciplines such as mathematics and the sciences. It argues that the language acquisition process needed to learn these forms of language is not given enough attention by schools, and that this places unfair demands on poor and minority students. The book compares this with learning as a process outside the classroom, applying this idea to computer and video games, and exploring the particular processes of learning which take place as a child interacts with others and technology to learn and play. In doing so, Gee examines what video games can teach us about how to improve learning in schools and engages with current debates on subjects such as 'communities of practice' and 'digital literacies'. Bringing together the latest research from a number of disciplines, Situated Language and Learning is a bold and controversial book by a leading figure in the field, and is essential reading for anyone interested in education and language.
One of the first champions of the positive effects of gaming reveals the dark side of today's digital and social media "" Today's schools are eager to use the latest technology in the classroom, but rather than improving learning, the new e-media can just as easily narrow students' horizons. Education innovator James Paul Gee first documented the educational benefits of gaming a decade ago in his classic "What Video Games Have to Teach Us About Learning and Literacy." Now, with digital and social media at the center of modern life, he issues an important warning that groundbreaking new technologies, far from revolutionizing schooling, can stymy the next generation's ability to resolve deep global challenges. The solution--and perhaps our children's future--lies in what Gee calls synchronized intelligence, a way of organizing people and their digital tools to solve problems, produce knowledge, and allow people to count and contribute. Gee explores important strategies and tools for today's parents, educators, and policy makers, including virtual worlds, artificial tutors, and ways to create collective intelligence where everyday people can solve hard problems. By harnessing the power of human creativity with interactional and technological sophistication we can finally overcome the limitations of today's failing educational system and solve problems in our high-risk global world. This is a powerful and important call to reshape digital learning, engage children in a meaningful educational experience, and bridge inequality.
Why Video Games are Good for Your Soul is about pleasure and learning. Good video games allow people to create their own 'music', to compose a symphony from their own actions, decisions, movements, and feelings. They allow people to become 'pros', to feel and act like an expert soldier, city planner, world builder, thief, tough guy, wizard and a myriad of other things. They allow people to create order out of complexity, to gain and feel mastery, and to create new autobiographies, careers and histories. In his earlier book, What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee offered thirty-six reasons why good video games create better learning conditions than many of today's schools. In this new book, built entirely around games and game play, he shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people. James Paul Gee is the Tashia Morgridge Professor of Reading at the University of Wisconsin at Madison. He is the author of the acclaimed What Video Games Have to Teach Us About Learning and Literacy and the more recent Situated Language and Learning: A Critique of Traditional Schooling, both of which deal with video games and their implications for learning in the modern world.
Multimodalities and Chinese Students' L2 Practices: Identity, Community, and Literacy explores the complex relations and interactions among multimodality, positioning, and agency in increasingly digitized, multilingual, and multicultural contexts. Min Wang uses interview narratives, WeChat exchanges, and class observations and field notes of three Chinese international students' lived experiences of English learning and use in their everyday environments to show that these L2 learners recognized, appreciated, and appropriated affordances of multiple modes and digital tools for their L2 literacies practices. Through these tools and modes, they positioned themselves as confident, able, and competent L2 users, but sometimes also struggling and ambivalent. The practice of meaning-making, remaking, designing, and redesigning demonstrated their agency as L2 learners, which motivated and inspired them to (re)produce and (re)create meanings through discourses for the purpose of presenting desired and anticipated positionings. Positioned as cultural and social beings, these L2 learners presented their self-understandings and self-representations through symbolic and material artifacts, interactions with local and non-local people, and engagement in WeChat discussions and ELI learning. To obtain multimembership, they assumed rights, obligations, and expectations in order to become legitimate community members. In the process of becoming, their agency was promoted, negotiated, or sometimes limited by micro-social structures and ongoing interactions. |
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